P

haelsivem is a unique world on the Prime

A Plethora of Material Plane that is rebuilding itself after a

time of horrible destruction. During the Epoch

Plausibly of Bloodshed the sky became a swirl of red and

black, as rifts tore asunder allowing agents of chaos and evil to spill forth and subjugate theProfitable masses. The deities were absent and silent during this time (and have never commented on the horror since), but folk

Provisions from heroes rose up to defend their homes, their peoples, and their lands. These Righteous Many have since ascended to a semblance of godhood. The Epoch of Bloodshed ended asPhaelsivem instantaneously as it began, with a blinding light enveloping Phaelsivem's surface for a week, after which the invading forces were seemingly banished, leaving behind fetid pools of black ichor that seem to attract (or even spawn) evil creatures seeking to destroy life. It is now the year 437 PEB (post Epoch of Bloodshed), and the implements of the Righteous Many are sought after by warriors and mages seeking to arm themselves. The people of Phaelsivem have returned to a sense of normalcy, with militaristic tensions being assuaged in the last 200 years. However, the world's elite are aware of whispers that another time of terror may be on the cusp of emerging, as the barriers between the Material Realm and the planes of elemental power seem to be weakening.

Armaments of the Righteous Many The Righteous Many are celebrated in modern Phaelsivem as demigods and folk heroes. The Armaments of the Righteous Many are truly unique items - only one of each exists.

Arachnid Bow of Ardul the

Righteous Weapon (longbow), requires attunement A darkwood bow with tiny bristles that grab into its wielders hands, this longbow belonged to Ardul the Righteous, a drow assassin who worked with a band of dwarves to protect their peoples during the Epoch of Bloodshed. The bowstring is comprised of spider silk and comes out of spinnerets at the ends of the bow's limbs. Spiderlike Mobility (Recharge 6). As a bonus action, you can speak the bow's command word and fire a bow at a point on a vertical surface within 100'. When you do so, spider silk extends from the bowstring attached to the arrow. Once the arrow strikes, you can then attach the silk to a surface near within 5' of you. You can move along this silk at your full movement speed. The silk line remains for 1 minute or until it is attacked with a weapon or dealt fire damage (AC 15, 5 hit points, automatically fails a Dexterity saving throw), whichever happens first. Wrath of the Spider. The Arachnid Bow has 3 charges, which renew each night at midnight. You can spend 1 charge to cast the following spells: Ensnaring Strike (DC 13) or Ray of Sickness (roll an ranged weapon attack with the bow rather than a ranged spell attack) at 1st-level. While attuned to and wielding this bow, you can speak to and understand spiders. Additionally, ou cannot be forced to drop this magical weapon.

Arcane Rod of Emekurius's

ARMAMENTS FuryMANY OF THE RIGHTEOUS 1 Wondrous item, requires attunement by a spellcaster Dragonborn descended from red dragons are known for their fiery tempers; Emekurius was no different, and his draconic bloodline fueled his sorcerous powers. He crafted this arcane rod to help him overcome any foes that would dare to stand before him. It is roughly 3" in diameter and is made of obsidian with a red dragon etched in relief spiraling the length of the rod. The dragon appears to glow as if a fire burns within the rod, which is warm to the touch. Authkine's Mantle of Goring Wondrous item, requires attunement A studded leather shoulder guard with an impressive minotaur horn fastened to it. The horn is perpetually bloodstained and dripping with blood. Authkine was the leader of a roving band of goliath barbarians that reveled in the carnage during the Epoch of Bloodshed. Charge of the Minotaur. You gain the Charger feat with the following modifications:

If you choose to make a melee attack, the bonus damage

becomes 1d8+5 piercing damage. Instead of pushing the target, you can attempt to grapple that creature if it is size large or smaller (maximum one size larger than you are) by impaling it on the horn. You deal 5 piercing damage as part of this grapple if you succeed.

Beware the Horn. If an enemy's attack fails, they may

open themselves up to the dangers of the minotaur's horn. If another creature misses you with a melee attack within 5' of you, you can immediately use your reaction to deal 5 piercing damage to that creature. Damage done with this wondrous item is considered magical for the purposes of overcoming immunities.

Blade of the Arcanist, Ilhashan

Weapon (scimitar), requires attunement by a spellcaster A fine silver blade with intricate runes and glyphs carved into it, the Blade of the Arcansit Ilhashan was designed specifically for the art of bladesinging. Ilhashan was a half-elf bladesinger that resided in kingdom in Frixehs during the Epoch of Bloodshed; though the kingdom no longer exists, stories of Ilhashan's exploits are well-known throughout that region. Arcane focus Arcane Empowerment. As a bonus action, you can expend a spell slot to imbue your sword with arcane power. The Blad eof the Arcanist deals an addition nd4 elemental damage (fire, cold or lightning, chosen when the spell slot is expended) where n is the level of the spell slot expended. You can only have one such empowerment active at a time. The effect lasts for 1 hour. If you expend a spell slot of 4th level or higher for this feature, the Blade of the Arcanist also gains a +1 bonus to attack and damage rolls.

Blink, Aegis of the Moment

Armor (shield) Designed by an archmage tired of being vulnerable to melee combat, this fine metal buckler glows faintly blue when touched - striking it produces a brief flash of light. Blink and You'll Miss Me. When you are hit with a weapon or spell attack while wielding this shield, you can immediately use your reaction to activate this magic item. When you do so, you take no damage from the attack, and you disappear in a flash of light, only to reappear in an unoccupied within 5 feet of the spot from which you disappeared at the start of your next turn. While you have disappeared you are incapacitated but cannot be targeted or take damage from any source. The shield can be used this way once per short or long rest. ARMAMENTS OF Spellcaster's THE RIGHTEOUS Friend. MANY A spellcaster can attune to this item2 to overcome a lack of proficiency with shields, receiving a +1 bonus to AC rather than the normal +2 bonus to AC from a shield. Additionally, if you cast the Blink spell on yourself while attuned to and wielding this shield, you may roll to vanish with advantage if you choose.

Bow of the Prized Quarry

Weapon (longbow), requires attunement by a rangerDarcassan's Blade BowWeapon (longbow), requires attunement Darcassan was an elite elven archer, a former captain inthe army of Hyhe Esari. This bow was especially made for theelite ranger guard, allowing them to handle combat in meleeshould their foes ever close in on them. It features Sylvanscript on the inside of the bow, and the bowstring is cold tothe touch. Icy Infusion. Darcassan's Blade Bow imbues arrows firedusing it with cold energy, making these attacks magical anddealing an additional 1d4 cold damage. Always Ready. As a bonus action, you can speak the bow'scommand word and it will transform into a rapier with whichyou are proficient. You can repeat the command word as abonus action on your turn to transform the rapier back into alongbow. Elegant Design. While in rapier form, Darcassan's BladeBow functions as +1 weapon, conferring a +1 bonus to attackrolls and to damage.

Defiance, Bane of Darkness

Armor (shield), requires attunement Defiance, Bane of Darkness is a gleaming silver kite shieldwith the image of a crown emblazoned across its front. Thisshield belonged to a great knight centuries ago - possibly oneof The Righteous Many - yet strikes against it leave no marks,and the shield shows no signs of tarnish, belying its age. Gleaming Defense. Defiance, Bane of Darkness gainsbenefits if light-shedding spells are cast on it as follows (thesebonuses cannot stack with one another):

While the Light spell is cast on Defiance, it gains an

additional +1 bonus to AC (for a total of +3 to AC). While the Daylight spell is cast on Defiance, it gains an additional +2 bonus to AC (for a total of +4 to AC).

Defiant Retaliation. If you block a melee attack that would

have hit against your AC without Defiance's bonus to your AC(+2, +3, or +4), you may immediately use your reaction tomake a single melee weapon attack with advantage againstthe creature that attacked you.

Dr. Zharvakko's Staff of Voodoo

Wondrous item, requires attunement by a spellcaster Zharvakko began his career as a diviner and "mysticalhealer" in a land far away from civilization. Eventually, thetendrils of a nearby kingdom found Zharvakko's people, andhe learned of the vast magical powers that he had yet todiscover. Zharvakko was a voracious student, but hisunethical uses of magic made him an outcast in thewizarding community - at least until the Epoch of Bloodshedeliminated the importance of concepts like outcasts and,honestly, society. Arcane focus Malediction. You place a harmful curse on a foe; you canuse this curse once per long rest. Choose a target within 60feet of you. For the next minute, each time that creature takesdamage, roll a d20.

On a 1-10, the curse ends.

On an 11-15, the target takes additional damage equal to half of the damage it just suffered. ARMAMENTS OF THE RIGHTEOUS MANY 3On a 16-20, the target takes additional damage equal to the full amount of the damage it just suffered. Read the Omens. Once per week, you can cast the Auguryspell without consuming any material components orexpending a spell slot. In doing so you consult the spirits ofthe land local to where you are.

Dragonbreath, Quickblade of Helm of the Undaunted Warrior Wondrous item, requires attunement An artifact that perhaps predates the Epoch of Bloodshed, the Helm of the Undaunted Warrior was certainly borne by at least one of The Righteous Many in the fights against chaos and evil. It is made of adamantine and encases the wearer's entire face and head - without even so much as slits for the eyes. Unflinching in Battle. While attuned to and donning this helm, you gain the following boons:

You have truesight to a range of 60 feet that works

through the Helm. You are immune to fear and charm effects. You gain the benefits of the Sentinel feat. Once per long rest, you may cast Crusader's Mantle on yourself; you do not need to maintain concentration. While this spell is active, the Helm of the Undaunted Warrior emits an aura of radiant light appropriate to the spell (30- foot radius).

Jah'rakai, Handaxes of Fervor

Weapons (handaxes), require attunement (can only attune to the pair if you are in possession of both handaxes, takes only one attunement slot) Once the personal armaments of an orc warlord that aided a village of gnomes escape destruction during the Epoch of Bloodshed, Jah'rakai is the name of a pair of handaxes that feed off of battle. Each axe blade has a series of small glyphs near the hilt. Berserker's Rage. When used in melee combat, these magical weapons deal 1d8+ your Strength or Dexterity modifier slashing damage. Fervor. If you focus your attacks on a single creature and successfully hit that target three consecutive times with Jah'rakai, the glyphs on the blades of the handaxes begin to glow and each becomes +3 to hit against that creature and deals an additional 1d4 slashing damage. These properties remain for 1 minute or until you change targets (whichever happens first), at which point the handaxes reset. Returning. Immediately after you make a thrown attack with either of these handaxes, the weapon flies back to your hand.

Mask of Angelic Impressions

Wondrous item, requires attunement by a creature of lawful good alignment An elegant silver mask that evokes the feeling of an angelic presence within those that gaze upon its wearer. This mask does not have a strap and seems to adhere to the face of whoever wears it, though it can be removed without issue. It was used during the Epoch of Bloodshed to represent the gods that were absent. Angelic Presence. While attuned to the mask of Avacyn, you gain the following boons:

You can speak, read, and understand Celestial.

Once per dawn when you are forced to make a saving throw against a spell or spell-like effect, you may gain advantage on that saving throw before making your roll. Once per dawn, you may cast the spell Shield of Faith (but only on yourself) ARMAMENTS OF THEwithout expending RIGHTEOUS MANYa spell slot. You must4 maintain concentration on this effect as per normally casting the spell.

Outcast Blade, Relic of the Vigil

Knights Weapon (greatsword), requires attunement The Outcast Blade was the prized artifact of the Vigial Knights, a group of warriors sworn to protect order acrossStormfury, Pledge of theForgottenWeapon (morningstar), requires attunement by a paladin The absence of the gods during the Epoch of Bloodshedperhaps hurt the paladins and clerics that had sworn theirallegiance to these highest powers the most. Still, these holywarriors continued to fight, taking up a pledge to protect theforgotten peoples of Phaelsivem. This magical weapon deals an additional 1d4 lightningdamage. Storm's Fury. If you are fighting outside in stormyconditions and strike a critical hit, a lightning bolt strikesyour opponent, dealing 3d10 lightning damage (this damageis not doubled). Paralytic Smite. Once per long rest when you use yourDivine Smite feature, the target must make a Constitutionsaving throw against your spellcasting save DC. On a failure,the victim becomes paralyzed for a number of rounds equalto the spell slot expended for the smite. The paralyzedcreature can make a Constitution saving throw at the end ofeach of its turn to attempt to overcome the paralysis.

Sunder, Bauble of Storms

Weapon (flail), requires attunement This flail has a handle made of driftwood with a smallanchor attached to it by a chain. The anchor and chain areperpetually coated in damp moss and pieces of seaweed.Sages are unsure to whom Sunder belonged, but he or she isbelieved to have been a protector of islands in the WorlisArchipelago at the center of the Seilidun Ocean. Native to the Sea. Sunder is a magical weapon that grantsa +1 bonus to hit and damage against creatures native to amarine environment. Additionally, attacks made in orunderwater are not made at disadvantage. Sunder, Bauble of Storms has five charges which reneweach day at dawn. You can use the charges in the followingways:

You can spend one charge as a bonus action on your turn

to gain 15' reach on melee attacks with Sunder as the chain extends to increase the weapon's threat range. You can spend one charge immediately after a successful hit with Sunder, Bauble of Storms to rebound the anchor off of the target in an attempt to hit another target within reach (roll a new attack roll at a -1 penalty versus the new target's AC). This can be done only once per turn.

Swiftblade, Feller of Tyrants

Weapon (longsword), requires attunement Swiftblade may be a longsword, but it handles as if it wereweighted like a rapier. The end of the hilt features animpressive diamond, and this longsword has a mithrilscabbard that is beautifully crafted - almost appearing like anornamental weapon. Lighter Than a Feather. Whenever you make an attackwith Swiftblade, the sword blade whistles as it cuts throughthe air. This longsword has the Finesse property whenwielded with one hand. Faster Than the Eye Can See. Once per long rest, youcan have activate Swiftblade to gain the benefits of the Hastespell for yourself. This effect lasts for up to 10 rounds (you ARMAMENTS OF THE RIGHTEOUS MANYcan dismiss it early as a free action if you choose). Whenever 5this effect ends, you cannot take an action, bonus action, ormove on your next turn. This effect cannot stack with anyother Haste spell effects. Swift Reactions. Once per day when you are subjected toan effect that causes you to make a Dexterity saving throw,you may choose to make that roll with advantage. Thisfeature recharges at dawn. Damage done with this weapon is considered magical for The Cleaver of Thraben, the Butcher Weapon (handaxe), requires attunement During the Epoch of Bloodshed, anything with a blade became a weapon - even a simple kitchen implement. Thraben, the Butcher is a storied member of The Righteous Many that went from personal chef to the royal court of the Citadel of Oakbury to the personal guard of Queen Epser when she was forced to retreat into the city's underground tunnels during the Epoch of Bloodshed. Thraben is said to have gone a bit insane with bloodthirst. This magical weapon has +1 bonus to attack rolls and damage. Bloodthirst. As a bonus action immediately following a successful attack with The Cleaver of Thraben, the Butcher, you can choose to lick the blade to drink your foe's blood. Roll a d6.

1: You are cannot handle the toxic quality of your foe's blood. Roll a Constitution saving throw (DC 15). On a failure, you suffer an effect appropriate to the foe as determined by your DM. 2: Nothing happens. 3: Your eyes brighten with bloodthirst. On your next turn, you must take the Attack action against whoever's blood you drank, and you gain one additional attack. 4: You cut your tongue, and the taste of your own blood immediately drives you into a Rage as a level 1 barbarian that you cannot willingly dismiss. 5: Thraben's insanity overtakes you. Roll a Wisdom saving throw (DC 15). On a failure, you suffer the effects of the spell Tasha's Hideous Laughter. 6: You regain hit points equal to half of the damage (rounded down) that you just dealt with The Cleaver of Thraben, the Butcher.

Tresdin, Glaive of the Bronze

Legion Weapon (glaive), requires attunement The city of Stonewall was the site of one of the first abyssal rifts that opened during the Epoch of Bloodshed. Tresdin was actually the name of the last legionnaire standing at the end of the battle, and she fought valiantly with this glaive at hand. Her name and spirit carry on, embodied in the might of this special weapon. Commander's Challenge. You challenge an opponent to a fight to the death. Twice per short or long rest, you can cast the Compelled Duel spell at 1st-level (DC 15, concentration required) without expending a spell slot. If the target fails its saving throw and you kill your foe before the duel ends, the glaive gains one charge. There are no limits to the number of charges Tresdin can gain. Overcome the Odds. You can spend charges gained from the Commander's Challenge feature in the following ways:

1 charge - As a bonus action, you can spend one charge to

gain combat power. Tresdin deals an additional 1d4 radiant damage for 1 minute. 2 charges - As a bonus action, you can cast the Conjure Barrage spell without expending a spell slot or consuming a material component (treat the material as an arrow). ARMAMENTS OF THE RIGHTEOUS MANY6 Twilight Acrimony, Champion of the Everlasting Night Weapon (kama), requires attunement Forged during the height of the Epoch of Bloodshed for a powerful rogue, this kama has a vicious obsidian blade that does not glint in the presence of light; darkness and shadows seem to almost bleed towards and seep into its keen edge. Pierce the Mind. This magical weapon has the finesseVolarath's Bullwhip ofManipulationWeapon (whip), requires attunement A long leather whip with a bronze cap and guard to itshandle; the end of Volarath's Bullwhip of Control has goldenprongs. This magical weapon deals 1d6+ your Strength orDexterity slashing damage. To Strike a Creature is to Know a Creature. Volarath'sBullwhip of Control has three charges which renew at theend of a short or long rest. You can spend one charge after asuccessful attack with it in one of the following ways:

You can learn either the target's AC or one of its damage

type resistances (if it has any). You force the target to make a Wisdom saving throw (DC 14). On a failure, the target must its Action on its next turn to make a melee weapon attack against you.

Zenith, Halberd of Rhaulbaenn

Weapon (halberd), requires attunement This battle-hardened polearm has an exaggerated spike atits bottom end to pierce enemies in combination attacks. Thepole has chinks and minor flaws indicative of the many fightsin which it was featured, but the blade and spike are made ofmasterwork iron with intricate decorative lacing. The spike end of this magical weapon deals 1d6+ yourStrength modifier piercing damage (including when used aspart of the Polemaster feat). Moment of Success. Rhaulbaenn was a master tactician,knowing the best moment to take advantage of an opponent'sweakness. Whenever you make a successful attack ofopportunity while attuned to and wielding this weapon, roll ad6. On a 4-6, you may take one additional reaction before yournext turn (only to make another attack of opportunity). On a1-3, nothing happens. Sweeping Strike. When you hit a creature with a meleeweapon attack, you can damage another creature with thesame attack. Choose another creature within 5 feet of theoriginal target and within your reach. If the original attackroll would hit the second creature, you deal your normalweapon damage but do not add your Strength modifier. Thedamage is of the same type dealt by the original attack. Youcan only do this with the primary end of Zenith.

Identifying Armaments I should note that it is my intent that the Identify spell would not grant players direct insight into what any of these Armaments do. It would simply inform them that they are not cursed and seem to have a unique magical enchantment that could be a boon to them in some way - understanding an Armament's power would require attunement.

ARMAMENTS OF THE RIGHTEOUS MANY

7 Other Goodies The following are other magical items and implements that can be found around Phaelsivem and may be of some use to an adventurer, a band of adventurers, or perhaps to someone of nobility.

Amulet of Bravery Wondrous item (necklace), very rare (requires attunement) The Amulet of Bravery is a golden chain with a pendant that portrays a lion's face with gemstones for eyes. These eyes flare with light when the amulet is activated. While attuned to and wearing the Amulet of Bravery you gain a +2 bonus to AC. Lion's Courage. You can activate the Amulet of Bravery as a bonus action. When you do so, choose a target creature within 30 feet. That creature either suffers a -2 penalty to its AC or gains a +2 bonus to its AC for 1 minute, your choice. You lose the +2 bonus to your AC that you gain from this necklace for the duration. The Amulet of Bravery can be activated once per short or long rest.

Archmage Maelsturth's Ink & Quill

Set Wondrous item, very rare Archmage Maelsturth was a hermit of extraordinary magical study that would send out apprentices to acquire any and all arcane knowledge they could find to expand his library. The inkwell refills itself one week after each use, and the quill appears to have been fashioned from the feather of a sphinx and is fairly oversized for writing purposes. Using this ink and quill set, a wizard can copy a spell (provided it is on the wizard spell list) from a spell scroll or another wizard's spell book into her spell book in 10 minutes and at no cost, regardless of the spell's level. This can be done once per week.

Bands of Elemental Might

Wondrous item, variety of rarities A set of rings that allow the wearer to imbue her weapon with elemental power; the powers of these rings cannot be combined on a single weapon. Channel the Elements. Each ring has 3 charges that renew at dawn. As a bonus action, you can spend 1 charge to activate your Band of Elemental Might and imbue your weapon (which you must be holding in the hand that has the ring on it; a ranged weapon bestows the properties on its ammunition) until the start of your next turn as follows:

Ruby (rare) - The weapon deals an additional 1d6 fire

damage, and the creature must make a Dexterity saving throw (DC 11) or be lit on fire until the end of its next turn. Sapphire (rare) - The weapon deals an additional 1d8 cold damage, and the creature has its moving speed reduced to half until the end of its next turn. Emerald (uncommon) - The weapon deals an additional 1d8 poison damage, and the creature must make a Constitution saving throw (DC 11) or be poisoned until the end of its next turn. Topaz (rare) - The weapon deals an additional 1d6 lightning damage, and the creature cannot take reactions until the OTHER GOODIES8 end of its next turn. Diamond (very rare) - The weapon deals an additional 1d6 thunder damage, and the creature must make a Strength saving throw (DC 13) or be pushed back 10 feet. Citrine (uncommon) - The weapon deals an additional 1d8 acid damage, and the creature must make a Dexterity saving throw (DC 11) or suffer an additional 1d4 acid damage at the start of its next turn.Chalice of the Finest ImbibingWondrous item, rare A large, gaudy goblet encrusted with innumerable smallgems and wrought with intricate platinum inlay, any alcoholpoured into this chalice is transmuted into a very fine-tastingversion of the same alcohol no matter how poor the originalversion is. The liquid only remains in this state if consumeddirectly from the Chalice of the Finest Imbibing. If the drinkis poisoned, the Chalice absorbs the liquid and ceases tofunction (except as a mundane cup) for one week.

Chromatic GrenadeWondrous item, common A crystal sphere with no identifiable opening, theChromatic Grenade contains a strange swirling liquid thatchanges colors intermittently. If you hold it to your ear, youcan hear a sizzling sound. As an action, you can throw the Chromatic Grenade at apoint within 50 feet of you. All creatures within a 5-footradius circle of that point must make a Dexterity saving throw(DC 13). On a failure, the creature suffers 3d6 of a randomtype. On a success, the creature takes half damage. Roll a d6to determine the damage type:

Dagger of BetrayalWeapon (dagger), rare A small, elegant blade that thrives on a victim's trust, theDagger of Betrayal comes with a wrist holster that discreetlyfits under the sleeves of most clothing. Trust Destroyed. Whenever this magical weapon strikesagainst a creature that is under the charmed condition, youautomatically land a critical hit.

Diviner's CompassWondrous item, uncommon A circular iron disc with the cardinal directions etched intoit and several rubies set into the face of the disc. As an action, you can choose to focus on a single objectusing the compass as a focus to cast the Locate Object spell.The compass disintegrates when you lose concentration orafter 10 minutes, whichever happens first. The Diviner's Compass is a single-use item.

Dolphin TokenWondrous item, uncommon A fancy-looking silver coin featuring a dolphin on one sideand the name of the resort supplying it on the other side.These tokens are used by resorts catering to wealthyclientele, allowing a user to polymorph into a dolphin (andonly a dolphin) for up to one hour - providing an impressiveand unique diving experience. Can hold one charge. OTHER GOODIES 9 When used by tourists, the tokens are then recovered andrestored by resort-employed arcanists.

Earring of UnderstandingWondrous item, uncommon This dark iron hoop earring is slightly warm to the touch. As an action, you can focus on the Earring ofUnderstanding to cast the Comprehend Languages spell, but Headband of the Feywild Wondrous item, rare This silver headband is intended to be worn to hold back one's hair. It has several flowers of fey origin as well as a few purple beads (roll 1d6 + 2 to determine the number of beads when first found). The flowers appear to still be living. As a bonus action, you can pluck one of the purple beads from the headband to cast the Misty Step spell. Once the headband has no more beads, it loses its magical properties and the flowers dry out.

Healing Ointment of Questionable

Efficacy Wondrous item, rare A small jar with a large cork that is filled with a viscous, white ointment that appears to have magical properties. The ointment has odd chunks in it that dissolve when rubbed into one's skin. When using an action or bonus action to heal a creature within reach, the user can choose to apply some Healing Ointment of Questionable Efficacy as part of this healing. If you choose to do so, roll a d8:

1-4: Heal for the minimum potential hit points.

5-7: Add proficiency bonus to the total healing done. 8: Double the total healing done. The jar holds enough ointment for 3 uses and automatically refills itself at the start of a new week. This ointment has no effect on any creature that cannot benefit from the healing being done or that does not have permeable skin.

Magic Cylinder Wondrous item, very rare The Magic Cylinder is a curious object that is purple in color and shimmers in light. Each end of the cylinder is banded in gold, and the majority of the item is covered in unintelligible arcane symbols. Once per long rest, whoever holds the Magic Cylinder can attempt to stymie a foe's attempt to magically attack them. When you (and only you) are targeted by a spell attack roll, you may use your reaction to attempt to capture this spell, and perhaps even turn it back against its caster. Roll a d20:

1-10: You fail to capture the spell attack, and it continues to

target you as normal. 11-17: You redirect the spell into the ground, nullifying the spell effect. 18-20: You turn the spell against the caster. If the original spell attack roll would succeed against the caster, the spell succeeds against her.

Mordenkainen's Lock Wondrous item, uncommon This simple golden lock has no keyhole or coding mechanism that would seem to allow one to open it once locked. The lock is found or purchased unlocked. As an action, you can secure the lock around a door handle, chest, or similarly sealable entryway to cast the Arcane Lock spell (at second level), at which point the lock OTHER GOODIES seemingly vanishes. The lock's effect remains until dispelled.10 Mordenkainen's Lock is a single-use item.

Naviglobe Wondrous item, rare An enchanted orb only produced by arcansists employed by Worledin's shipwrights guild. They are used to help ships navigate and especially to synchronize fleets or groups of ships on journeys. They are very difficult to acquire outside ofPouch of Origami RavensWondrous item, common A simple leather pouch that contains 7 (2d6 + 1) paperorigami ravens in it. The ravens are made of fine scroll paperand each appears to have arcane glyphs drawn onto it,though the glyphs are unintelligible due to the folds. If you take one of the ravens out of the pouch and hold it inyour hands, you can speak the command word to animate thecrane so that it acts as if under the Animal Messenger spell.You can dictate your message after animating the raven,which then flies off to deliver it. The paper ravendisintegrates to ash after delivering the message, or it returnsto you and then disintegrates if it fails to deliver the message.Unfolding a raven causes it to lose its magical properties.

Riluaneth's Beans of Entanglement

Wondrous item, rare Riluaneth was an elven ranger and bounty hunter that wasalways wary of others sneaking up on him, so he developedthese magical beans to give him a better chance of escape.This satchel contains up to 8 beans (roll 1d8 upon discoveryto determine the number of beans remaining), and it can beworn on one's belt. These beans can be used much like caltrops. Planting abean in soil enchants the area (5' radius circle) for up to thenext 24 hours. If a creature of size small or larger steps intothis area, the bean sprouts and casts the Entangle spell (DC13) as well as notifying you with a ping that only you can hear.After the spell's duration ends, so ends that bean'senchantment. The bean must be planted for a minimum offive minutes before it can take effect. If a bean is removedfrom the satchel but not planted, it can retain its propertiesfor 1 hour before it must be replaced into the satchel orpermanently lose its magical properties.

Ring of ShadowsWondrous item, very rare (requires attunement) This thick iron band features a square onyx set into itwreathed in several tiny smoky quartzes. One With Shadows. Once per short or long rest, you canuse this ring to cast the Darkness spell; additionally, you cansee into and through the magical darkness that you conjurein this manner. You do not gain any sort of darkvision or theability to see through magical darkness summoned in anyother way.

Shorthalt's Journal of Awful

LimericksWondrous item, very rare This little black book is inscribed with scrawlings ofhorrific poems, each of which are imbued with enchantmentmagic. There are also bizarre, childish drawings ofhumanoids doing various acts of vile behavior. What Did You Just Say?! You can use your action to readone of these limericks and target a creature within 30 feet.The target is affected as if you had cast the spell Tasha'sHideous Laughter (DC 13), except that the effect only lastsuntil the end of its next turn at maximum duration. If onereads from the journal more than 3 times in a week, she mustroll on the long-term madness table. OTHER GOODIES 11

Static Field Band

Wondrous item, rare The Static Field Band is comprised of two woven bands -one of copper and one of silver. The ring is studded withsapphires which shine brightly during a thunderstorm. Thefirst one was originally crafted by an arcanist for a kingparanoid about being abducted. This ring has 1 charge, which it regains each dawn. You The Silver Tongue's Secret Wondrous item, very rare (requires attunement by a bard) A bright purple vial on a simple platinum chain that is worn around one's neck. This vial contains an overly sweet tasting liquid that will only pour directly into the attuned person's mouth. Whispers of the Silver Tongue. You can use your action on your turn to consume the liquid contained within the vial. This potion affects you for one hour with the following effects:

Each time one of your Inspiration Die is rolled you gain

temporary hit points equal to the roll result (regardless of who rolls it). These temporary hit points can stack up to a maximum equal to the highest number on your Inspiration Die (e.g. d6 = maximum of 6 temporary hit points). You gain a +1 bonus to Charisma (Persuasion) checks.

The vial's potion can be consumed once per day and refills each dawn.

The Swashbuckler's Tricorne

Wondrous item, very rare (requires attunement) This fine leather hat features a gold band and several pearls which are set into the brim. The Swashbuckler's Tricorne is believed to have belonged to an exceptionally lazy pirate captain that once frequented the Worlis Archipelago; this captain would bestow the hat on one of his crew so that this crew member could navigate the ship while he drank or napped (at least, so the stories tell). Swashbuckler's Charm. While attuned to and wearing The Swashbuckler's Tricorne, you gain a +2 bonus to Charisma (Deception, Persuasion) skill checks. Man the Ship! You gain proficiency with navigator's tools and vehicles (water) while attuned to and wearing this hat. Defend the Crew. Once per long rest, you can cast the Ice Knife spell (with proficiency) at first level using Charisma as the spellcasting modifier.

Zedomtuc's Monocle of Valuation

Wondrous item, rare This monocle is crafted from gold with a few small gems studding it and was crafted by tinkering-minded gnome that was a banker and tasked with valuing fine jewelry and other trinkets and items. Whenever you make an Intelligence (Investigation) to check to determine the value of gems and other mundane items, you gain the following accuracy if you use this monocle:

DC 15 for accuracy within 100 gp for items under 1,000

gp worth; within 500 for items under 5,000 gp worth; within 1,500 for items worth more than 5,000 gp DC 21 for exact appraised worth

You may only check an individual item or gem once with

the monocle. Repeated attempts cannot reveal a more accurate valuation.

Credit OTHER GOODIES12 Made via The Homebrewery (homebrewery.naturalcrit.com)!

Notes I have been patrolling homebrew forums and the Internets in general for a while admiring others' works of homebrewery. I can only imagine that some of these items will have been influenced by the works of other great homebrewers, and I apologize in advance if any of these items appear to be rip-